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SEGA GENESIS / MEGA DRIVE ...
BEGGAR PRINCE  ·  CASCADE  ·  LEGEND OF WUKONG  ·  MAGIC GIRL  ·  STAR ODYSSEY
SUPER NINTENDO / SUPER FAMICOM ...
NIGHTMARE BUSTERS
ATARI LYNX ...
ZAKU
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RPG TRIFECTA PACK  ·  SANGO FIGHTER  ·  SANGO FIGHTER 2  ·  SUPER FIGHTER
TOUGH GUY
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COMMANDER KEEN IN KEEN DREAMS
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SUPER FIGHTER BLOCK BATTLE
LEGEND OF WUKONG

Role-playing game (RPG)
for Sega Genesis / Mega Drive

Produced by Gamtec, Legend of Wukong was originally published in Taiwan under the title Wukong Waichuan, in 1996. At the time, it was referred to as the first all new, all original Chinese language role-playing game to be created for the Sega Mega Drive.

In 2007, Super Fighter Team began work on an English localized and heavily improved version of the game, now titled Legend of Wukong, with the blessing of Gamtec. The finished product was first released worldwide on December 3, 2008, for use with all NTSC and PAL based Genesis, Mega Drive and compatible video game systems.

What appears below is a detailed account of the development process undertaken by Super Fighter Team in order to prepare Legend of Wukong for its official, worldwide release.

All of the game's text, as well as the text from its instruction manual, was translated from into English, then heavily edited and rewritten for clarity, as well as to add depth, excitement, humor, et cetera.

The existing text display routines were quite limited in terms of flexibility and appearance, and were therefore completely reprogrammed to be more functional and appealing.

When an enemy poisoned one of the heroes, the name of their magical attack was randomly selected from the list of all the game's available spells, rather than being correctly identified as a poison attack. A new routine was added that instead refers to this particular attack by the name Poison Cloud.

When the battle routine began, the tempo of the game's music was increased to fit with the hectic pace of combat. Once a battle had ended, however, the tempo did not return to normal, causing all music to play at a quicker tempo than normal. Now, the tempo only increases during battle and returns to normal once the battle has ended.

The Taming Scroll item couldn't be given to another hero. Instead, this item disappeared when one of the heroes attempted to give it to another hero via the game's Give option. This bug was fixed.

The only way to revive a fainted hero was to use the Life Pill. However this method wasn't very useful during battle as it only restores the hero with 20 HP, leaving them extremely vulnerable to enemy attacks. A special, new spell named Life Restore was created to overcome this issue. When used, it revives one fainted hero, and starts them off with 150 HP.

The Poison Cure magic had the bizarre side effect of also being able to revive a fainted hero, albeit as a “zombie” who is unable to attack or be attacked. Thus, if all heroes but the “zombified” hero were defeated in battle, the game would get stuck in an endless loop. The Poison Cure magic was reprogrammed to no longer produce the undesired effect.

When all of the heroes were defeated in battle, the game would automatically attempt to load the most recently saved game. If no saved games existed, the game would restart in the most recently visited town. However in both cases, incorrect statistical data was processed, which could result in a wide array of problems. Now, whenever all of the heroes are defeated in battle, the game gives the player the chance to start a new game or load a previously saved one. In either instance, the correct statistical data is always processed.

Some item chests could be opened, and their items taken, more than once, so long as the player didn't move the heroes away from the chests between attempts. This design oversight was corrected.

Some item chests could not be opened because they were placed at inaccessible points of the map. These particular item chests were moved so that the player could approach and open them.

When attempting to sell an item, when the No option was selected, the hero kept the selected item but also received payment for it. This faulty behavior was corrected.

While enemy damage and healing values from the use of magic spells are both calculated separately by the game, both of these values were applied when a healing spell was used by one of the heroes. This resulted in enemies mistakenly taking minor damage when a hero used a healing spell. The healing spells were reprogrammed to no longer deal damage to enemies.

When one hero tried to use certain healing or status increasing items for another hero's benefit, the result was incorrectly applied to the user instead of their intended target. The desired effect is now implemented.

Certain enemies appeared during battle with graphical errors, and / or incorrect colors on the map. These problems were fixed.

Messages shown during battle disappeared too quickly, sometimes making them difficult to read. The duration of their appearance on the screen was increased.

Certain characters appeared on the map with incorrect colors. This was corrected.

The game locked up when the Sega CD and / or 32X were in attached and in use. The routines responsible for this behavior were reprogrammed to provide full compatibility with these expansion units.

The amount of damage dealt to enemies was often incorrectly reported to the player, as the game didn't always complete its calculations until after an amount had been displayed on the screen. Now, the calculations are completed before an amount is displayed, so the player is always given an accurate report.

When one of the heroes leveled up following a battle, his or her name was not displayed above the status window. This could result in the player being confused as to which hero leveled up. The routine responsible was modified to display the name of the hero leveling up at the top of the status screen.

When one of the heroes was poisoned, he or she was hurt when the attack first hit, and only hurt thereafter when walking on the map. A poisoned hero will now take damage during every round of combat until they faint or are properly healed.

The Power Drain magic sapped a certain amount of HP from the target enemy, but neglected to apply that amount to the HP of the spell caster. The spell's behavior was reprogrammed to both sap HP from the enemy and heal the spell caster for that same amount.

Certain portions of the map erroneously featured village entrance spots or blocked paths in odd places. Significant map errors were therefore corrected.

In addition to healing the heroes, the Group Heal magic incorrectly added 20 MP when used. This improper behavior was removed.

It was originally possible to select battle options for a fainted hero, although they wouldn't actually be performed. Fainted heroes can no longer take any action during battle unless they are first revived.

One of the important characters in the game was, though very rarely, originally able to walk outside of the village borders and into the sea, making it impossible for the player to reach him. Now, the formerly affected character simply stands in one spot.

It was initially possible for the heroes to escape from certain boss enemies, which could cause problems in the game as boss enemies aren't meant to be escaped from. This possibility was removed from the program, meaning all boss enemies must be properly defeated in order for the game to progress.

When a hero was poisoned by the enemy and later cured, their status text on the battle menu could remain red colored instead of correctly returning to the proper white color. Once cured of poison, the previously affected status text now correctly returns to its original white color.

All attacks hit every time; there's no way to miss the enemy or for the enemy to miss the heroes. Therefore a special, new routine was added to calculate the potential for an attack to miss the intended target. When this happens, the damage is displayed on the screen as 0.

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